/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* shoo.c: Shoot some conquered populace or pigeons.
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
+ * Markus Armbruster, 2004-2016
*/
-#include "misc.h"
-#include "player.h"
-#include "xy.h"
-#include "var.h"
-#include "sect.h"
-#include "news.h"
-#include "item.h"
-#include "path.h"
-#include "nat.h"
-#include "file.h"
-#include "nsc.h"
-#include "land.h"
+#include <config.h>
+
+#include "chance.h"
#include "commands.h"
+#include "item.h"
+#include "news.h"
int
-shoo(void)
+c_shoot(void)
{
struct sctstr sect;
struct nstr_sect nstr;
- struct nstr_item ni;
- int nshot;
- int mob_cost;
- double m;
+ int seceff, nshot;
+ double secstr, m;
i_type item;
struct ichrstr *ip;
- struct lndstr land;
int targets;
- s_char *p;
- int mil, nsec;
- s_char prompt[128];
- s_char buf[128];
+ char *p;
+ char prompt[128];
+ char buf[1024];
ip = whatitem(player->argp[1], "Shoot what <civ or uw> ");
- if (ip == 0 || (ip->i_vtype != I_CIVIL && ip->i_vtype != I_UW))
+ if (!ip || (ip->i_uid != I_CIVIL && ip->i_uid != I_UW))
return RET_SYN;
- item = ip->i_vtype;
+ item = ip->i_uid;
if (!snxtsct(&nstr, player->argp[2]))
return RET_SYN;
- sprintf(prompt, "number of %s to shoot (max 999)? ", ip->i_name);
+ sprintf(prompt, "number of %s to shoot? ", ip->i_name);
p = getstarg(player->argp[3], prompt, buf);
- if (p == 0 || (targets = atoi(p)) <= 0)
+ if (!p || (targets = atoi(p)) <= 0)
return RET_SYN;
- if (targets > 999)
- targets = 999;
while (nxtsct(&nstr, §)) {
if (!player->owner)
continue;
- mil = sect.sct_item[I_MILIT];
- nsec = 0;
- snxtitem_xy(&ni, EF_LAND, sect.sct_x, sect.sct_y);
- while (nxtitem(&ni, (s_char *)&land)) {
- mil += total_mil(&land);
-
- if (lchr[(int)land.lnd_type].l_flags & L_SECURITY) {
- mil += total_mil(&land);
- nsec++;
- }
- }
-
- if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > mil * 10)
+ secstr = security_strength(§, &seceff);
+ if (sect.sct_item[item] == 0 || sect.sct_item[I_CIVIL] > secstr * 10)
continue;
nshot = sect.sct_item[item] > targets ? targets : sect.sct_item[item];
if (nshot > sect.sct_mobil * 5)
nshot = sect.sct_mobil * 5;
m = nshot / 5.0;
/*
- * Each security unit lowers the cost of
- * shooting a person by 10%. However, you
- * can't go lower than 50% of normal cost
+ * Security units reduce mobility cost of shooting people by
+ * 10% per 100% unit efficiency, up to a 50% reduction.
*/
- if (nsec > 5)
- nsec = 5;
- m *= 1.0 - nsec * 0.1;
+ if (seceff > 500)
+ seceff = 500;
+ m *= 1.0 - seceff / 1000.0;
if (nshot <= 0)
continue;
if (m < 0)
m = 0;
if (m > sect.sct_mobil)
m = sect.sct_mobil;
- mob_cost = roundavg(m);
- sect.sct_mobil -= (u_char)mob_cost;
+ sect.sct_mobil -= roundavg(m);
sect.sct_item[item] -= nshot;
pr("BANG!! (thump) %d %s shot in %s!\n",
nshot, ip->i_name, xyas(sect.sct_x, sect.sct_y, player->cnum));